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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "SpriteBase3D" inherits= "GeometryInstance" category= "Core" version= "3.1.2" >
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<brief_description >
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2D Sprite node in 3D environment.
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</brief_description>
<description >
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A node that displays 2D texture information in a 3D environment.
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "generate_triangle_mesh" qualifiers= "const" >
<return type= "TriangleMesh" >
</return>
<description >
</description>
</method>
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<method name= "get_item_rect" qualifiers= "const" >
<return type= "Rect2" >
</return>
<description >
</description>
</method>
</methods>
<members >
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<member name= "alpha_cut" type= "int" setter= "set_alpha_cut_mode" getter= "get_alpha_cut_mode" enum= "SpriteBase3D.AlphaCutMode" >
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</member>
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<member name= "axis" type= "int" setter= "set_axis" getter= "get_axis" enum= "Vector3.Axis" >
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The direction in which the front of the texture faces.
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</member>
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<member name= "centered" type= "bool" setter= "set_centered" getter= "is_centered" >
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If [code]true[/code], texture will be centered. Default value: [code]true[/code].
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</member>
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<member name= "double_sided" type= "bool" setter= "set_draw_flag" getter= "get_draw_flag" >
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If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. Default value: [code]true[/code].
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</member>
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<member name= "flip_h" type= "bool" setter= "set_flip_h" getter= "is_flipped_h" >
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If [code]true[/code], texture is flipped horizontally. Default value: [code]false[/code].
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</member>
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<member name= "flip_v" type= "bool" setter= "set_flip_v" getter= "is_flipped_v" >
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If [code]true[/code], texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name= "modulate" type= "Color" setter= "set_modulate" getter= "get_modulate" >
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A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" >
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The texture's drawing offset.
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</member>
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<member name= "opacity" type= "float" setter= "set_opacity" getter= "get_opacity" >
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The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
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</member>
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<member name= "pixel_size" type= "float" setter= "set_pixel_size" getter= "get_pixel_size" >
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The size of one pixel's width on the Sprite to scale it in 3D.
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</member>
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<member name= "shaded" type= "bool" setter= "set_draw_flag" getter= "get_draw_flag" >
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If [code]true[/code], the [Light] in the [Environment] has effects on the Sprite. Default value: [code]false[/code].
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</member>
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<member name= "transparent" type= "bool" setter= "set_draw_flag" getter= "get_draw_flag" >
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If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the Sprite invisible. Default value: [code]true[/code].
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</member>
</members>
<constants >
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<constant name= "FLAG_TRANSPARENT" value= "0" enum= "DrawFlags" >
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If set, the texture's transparency and the opacity are used to make those parts of the Sprite invisible.
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</constant>
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<constant name= "FLAG_SHADED" value= "1" enum= "DrawFlags" >
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If set, the Light in the Environment has effects on the Sprite.
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</constant>
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<constant name= "FLAG_DOUBLE_SIDED" value= "2" enum= "DrawFlags" >
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If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.
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</constant>
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<constant name= "FLAG_MAX" value= "3" enum= "DrawFlags" >
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Used internally to mark the end of the Flags section.
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</constant>
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<constant name= "ALPHA_CUT_DISABLED" value= "0" enum= "AlphaCutMode" >
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</constant>
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<constant name= "ALPHA_CUT_DISCARD" value= "1" enum= "AlphaCutMode" >
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</constant>
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<constant name= "ALPHA_CUT_OPAQUE_PREPASS" value= "2" enum= "AlphaCutMode" >
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</constant>
</constants>
</class>